it is local and only attack bonus unless this changed in 1.2. if you upgrade it will retain the bonus tho, like the hyperion shipyards +1 speed
P0rcup1ne
what you pay depends on your diplomacy stat and relationship with the faction. personally i rarely pay than 2k for a 1k transport. later i dont pay more than 5k for a 3k transport. this is not what they cost me per se, but how much i am WILLING to pay. i do it as a part of my tech trading. usually i try for a transport with the change in cash. if you play with tech trading off tho you will end up paying quite a bit for your troops, but if your draining them constantly thru tech trading they will
did they change it so eco starbases only get value from your own routes? that's new if true. easy to test tho, just throw up a quick base in the middle of a bunch of ai routes. may as well do that right now....
UP is the main ballancer for the goodies. does it suck for you when you get your traderoutes snatched? of course. but you can poach 1bc per route per turn from EVERYONE ELSE that travels thru your territory. i assume this holds true even if you leave the UP. and there are always starbases to bring in trade income from their routes as well. in my experience you usually make more money from that and the glorious MCC if you put it on a good planet. buck up chum, evil is doing just fine moneywise.
DO bother with the galactic baazar. it does NOT effect trade routes but has a BIG impact on diplomatic trading efforts, any of them. even if you turn off tech trading that wonder can easily pay for itself. buy peace cheaper, cheaper ship purchases, better prices for ships sold, better improvement in your relationships from gifts.... the only reason to ignore it is if you pretty much ignore diplomacy intirely, which is an option i suppose
there is only one hull that can be upgraded, cargo into large. unless that changed with 1.2. large hull is basically just a reinforced cargo hull, same size and all, just more hp. that does NOT mean you can do the upgrade in shipyard, just that you can upgrade a cargo hulled ship into any large hulled one by using the upgrade option in the ship detail screen.
some races like to make armed transports. i makes a bit more sense in 1.2 but they still only have 1hp. i breifly concidered making a monster huge trader but it would probably eat all the trade revenue to maintain. if it managed to draw a lot of enemy fire AND survive tho... you will also notice that they may stop arming them later, dont know why. oh, and one interesting thing is that they concider those ships as warships for purposes of gifting them. or at least they did in earlier v
yea, i buy those things by the dozen as to how many troops you get, if it is launched you get what it has onboard at the time. if on planet it gets up to half the planet pop, but obviously not more than it can carry. i use it to a) stock up for wars , b) deplete their populations (thereby slowing their growth), c) slow their expansion, d) fill my planets. i sometimes even give away imp troop carrier tec
i just noticed that my weapons bonus no longer seem to apply to starbase attack rating while the defense bonus still does. is this intentional?
yes, they usually prefer to surrender to a third party rather than the attacker well, maybe not actually prefer, it could just be random i suppose. but i have noticed a distinct tendancy for them to all choose the same faction to surrender too. usually the most powerful at the time i think. you can ocasionally force them to surrender to you, the method is you ask for ALL of thier planets. there in no di
that is perfectly normal for a corvette find. just out of curiosity, what year did it happen? i understand you can't get lucky rangers til year 5 but don't know about the corvettes. i havent actually had a corvette find since 1.0x myself.
i think if tactical battles were implemented the whole combat system, shipbuilding and all would need to be revamped. adding tech branches for new aspects like inititive and whatnot. i mean if you have few tactical options why bother? if your gonna put that many programmer hours you ought to do it right. and since we are talking galciv3 if at all pls put that in the comment line so you dont end up with another thread arguing about wether or not it should be a priority, or done at al
i have had no second planet on several games, all the way back to 1.0x. i think it depends on wether you randomly get enough planets in the home system. 5 you get a second, less you don't. can anyone else confirm this?
hey folks, just because it tops the polls does NOT mean the stardock crew are commited to doing it. for the reasons stated here and others there is VERY little chance that tactical combat will be added. the 'much work' factor pretty much guarentees it. they are quite aware of their limited programming resources and make a point of not squandering them, look at their comments on the multiplayer issue if you doubt this. that said it looks to me like diplomacy is in the lead, not tactical combat <i
i dont think there is a middle ground there. it jumps straight from 25% to 100% bonus. there have been other threads complaning about the huge jump at masochistic tho. i agree it is excessive for that much of a jump in a single difficulty lvl but playing at a 25% while tinkering with your settings should prob be the ticket. self imposed handicaps are also an option. play a race NOT customized to you play style and enjoy the challenge of adjusting your style to fit the race. or choose not to buil
i am not convinced that neutral gets more money than evil. evil drains trade money for anyone passing thru their territory and they get the best econ wonder out there. i think these add up to more than a couple extra traderoutes in most cases
i think he is asking because of their reluctance to sell some ships, including the flagship. noone wants so sell a colony ship either iirc. and some ai seem to cling to scouts like grim death while other are only too glad to sell the, sorry i can't really answer question tho, just say that i have wondered the same myownself. i do make a point of killing enemy flagships just incase i
don't sweat the population too much. you can easily build a monsterous economy with just 1 farm per planet. i strongly suggest you stick to '1 per planet' rule til you have a good grasp of the complexities of managing your morale. another rule of thumb you can use is 1farm per 10 PQ(round up). understand, this is not a recommendation tho. 1per10 is workable, but not always smart. oh, and dont bother with putting a farm on PQ5 and lower(6 is pretty iffy too) because you PQ
well, the idea i was putting forth was not defections in your ranks but voluntarily turning ships over to criminals. preferably when they are far from your planets the code for making the pirates would take all of 10 minutes to emplement, but making the ai have the option of cutting loose pirates in your rear areas would take a bit of time. and it prob should have allignment consequences to be consistent w
wouldnt it be nice if we could turn our ships over to pirates? i don't mean 'pretend to be pirates' while we still control them, i mean 'make sure they are far from your territory' pirate faction pirates. this would give us another option for attacking other than proxie wars for those times where proxie wars can be inconvienient. with paying to start a war being near impossible now this would be handy alternative. dont think it would tend to be overpowering really, just a real nusiance for the
yep, i buy them by the dozen. let's me see large portions of the map and acts as a reserve force near every possible warzone. i buy them with the leftover value from trades(max money then ships, ships, ships). certainly beats taking influence instead
some techs you only pay or get paid for the top tech of that tree you offer/request. weapon techs are all this way. for instance, if you try and sell graviton driver 3 and gd2 and gd they only pay for gd3. on the flip side if you buy GD3 instead you can get every lower mass driver tech for free. this is just one of the reasons many ppl turn off tech trading, the ai can take a real financial beating by using this fact. the other thing is that sometimes the higher tech if ch
iirc only ships built at that specific planet are given the bonus. you get to keep the bonus even if you upgrade that ship later, like the +1speed from hyperion shipyard. it can really pay off if you get a solid starship bonus then build shipyard there, maybe manu capital too if you still have the option. and it is attack only, like e-stab said
did i misread something or was his point 'cheaters get tired of game quickly and leave, thereby reducing the gaming population which ruins the game' cheaters leaving is bad for game?? gonna have to lay off the thinking, i obviously suck at it
the mistake was not his Ryan. the turn button actually overlaps the minimap. it covers 2-3 sectors worth at gigantic setting. how this mistake has survived even the first patch i will never understand. disappointing...